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using System.IO ;
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using Newtonsoft.Json ;
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using Wabbajack.Common ;
using File = Alphaleonis . Win32 . Filesystem . File ;
using Path = Alphaleonis . Win32 . Filesystem . Path ;
namespace Wabbajack.Lib.CompilationSteps
{
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public class PatchStockESMs : ACompilationStep
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{
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public PatchStockESMs ( ACompiler compiler ) : base ( compiler )
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{
}
public override Directive Run ( RawSourceFile source )
{
var filename = Path . GetFileName ( source . Path ) ;
var gameFile = Path . Combine ( _compiler . GamePath , "Data" , filename ) ;
if ( ! Consts . GameESMs . Contains ( filename ) | | ! source . Path . StartsWith ( "mods\\" ) | |
! File . Exists ( gameFile ) ) return null ;
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Utils . Log (
$"A ESM named {filename} was found in a mod that shares a name with a core game ESMs, it is assumed this is a cleaned ESM and it will be binary patched." ) ;
var result = source . EvolveTo < CleanedESM > ( ) ;
result . SourceESMHash = _compiler . VFS . Lookup ( gameFile ) . Hash ;
Utils . Status ( $"Generating patch of {filename}" ) ;
using ( var ms = new MemoryStream ( ) )
{
Utils . CreatePatch ( File . ReadAllBytes ( gameFile ) , File . ReadAllBytes ( source . AbsolutePath ) , ms ) ;
var data = ms . ToArray ( ) ;
result . SourceDataID = _compiler . IncludeFile ( data ) ;
Utils . Log ( $"Generated a {data.Length} byte patch for {filename}" ) ;
}
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return result ;
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}
public override IState GetState ( )
{
return new State ( ) ;
}
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[JsonObject("PatchStockESMs")]
public class State : IState
{
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public ICompilationStep CreateStep ( ACompiler compiler )
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{
return new PatchStockESMs ( compiler ) ;
}
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}
}
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}